Savanna
Savanna is an inland West African map from The African Royals with open grassland, two watering holes and limited resources near each starting pocket. A Trade Route and several settlements draw players away from those safer starts into exposed central ground.

Map character
Akan and Yoruba settlements and the Desert Archer and Desert Raider outlaws are among the map’s listed neutral options. The watering holes restrict movement and funnel approaches across the grassland. Scout the nearest Hunts, route sites and settlement before placing a Trading Post, then check that the opening army can reinforce it.
What to scout
Expand in stages from the resource pocket rather than sending workers and troops across the open center at once. Claim the route or alliance site your force can actually hold, and use mobile units to answer pressure between the watering holes. If the center is not secure, keep the nearby economy working and take the next area after reinforcements arrive.
Open grassland and watering holes
Savanna is a West African inland map added with The African Royals. It is mostly open and features two watering holes and several settlements. Each player has a defensible pocket with limited resources, while greater access requires moving into exposed grasslands. The watering holes restrict navigation and push movement outward; a Trade Route is valuable but difficult to hold without controlling nearby approaches.
Akan and Yoruba settlements
Akan and Yoruba settlements appear, with Desert Archer and Desert Raider as outlaws. Scout Hunts, resource sites, settlements and the route before expanding away from the starting pocket. If the opening army cannot safely hold the center, preserve the nearby economy and take space in stages. A forward Trading Post is useful only when units can answer pressure across the grassland. The two watering holes shape routes, so verify the generated layout.